Improv 101 — Film Noir

This is it. Probably the last game I’m going to detail in full for a long time. It’s by no means the only game I have yet to talk about. There are several other warm-ups that don’t constitute full posts, or games I know that I’ve never played, or games I simply don’t care for. But in a lot of ways I consider Film Noir to be the final hurdle. The top of the food chain. If you can play this game successfully every time, you’ve made it. Where? Beats me. The point I’m trying to make is that this game is pretty tough, and in a lot of ways, it’s unique, as well.

There are a few ways to play this game. I’ve already talked about a variation of one of them, a game my troupe calls Side Note. But the version I’m going to talk about today is weird. It’s a low energy, two person scene game. That’s it. Only two. And it doesn’t work with more. You’ll see why.

You get two stools, and both improvisers sit down on them, facing the audience. You get some suggestion (any works, but I usually take a location), and then you talk. Both improvisers take turns describing a scene in first person. They describe everything as detailed as possible. The hot handle of the door as you pull it open to step inside a gas station. The sound of the artificial bell and the blast of air when you pass beneath the threshold, and the smell of gasoline once you leave again to start filling up the tank. Maybe the lock on the pump doesn’t work so you have to stand there and fill it manually in the hot sun. Maybe there’s some homeless guy that keeps eyeing you and making you uncomfortable, making you anxious to leave. That’s the sort of detail I’m talking about here. The first person to talk sets the scene. They give details like that as if they are experiencing it then and there. After talking for about thirty seconds, they stop and the next person picks it up. They start talking from their perspective. Maybe they’re the guy at the cash register, waking up from their nap as the bell rings. Or maybe they’re the homeless guy that doesn’t want to go and ask for a handout. The two of them take turns talking, for about twenty to thirty seconds each, until both have spoken two or three times. (You’ll know when to stop when you get a natural conclusion to the scene.)

Once they’re done narrating, they move the stools and then act out that scene. Now, here’s what’s so cool about this game. It’s not funny. It’s magic. The pacing of this game will feel very slow, and as such it’ll be hard to make funny things happen, and they definitely won’t happen unless you force them to (which, don’t get me wrong, is possible). But the majesty of the game is what the audience experiences when they see it done well. They’ll hear that bell chime when the actor pantomimes opening that door. They’ll feel the door burn their hand when they subtly flinch. They’ll smell the gasoline, too. Even though none of those things are actually in the scene that is performed.

Actors have to portray everything they narrated in the scene. If you describe the smell of gas, their better be a point in the scene when the actor telegraphs them experiencing that smell. But you can also only perform things that you describe. You can’t suddenly think “Oh, my character forgot his wallet” if that wasn’t in the narration. You also can’t speak unless you put direct dialogue in the scene, and as such a Film Noir scene is often pretty quiet. “I told him my business doesn’t accept bills over $20” is not dialogue. That is description of what was said. If you want to say that in the scene, you have to narrate “I said, ‘Sorry, man, we don’t accept bills over twenty.'” In that circumstance it is okay to speak in the scene, but only then. If you narrated it the first way, you would have to pantomime speaking without actually saying any words. Sometimes that’s better, but it’s an important distinction to remember.

When people think of improvisational acting, they think comedy. But this isn’t a funny game. It probably isn’t my favorite, but it’s usual lack of humor doesn’t take away from the entertainment of watching it performed. It requires a lot of synchronization with your partner, and also it requires a lot of life experience to be able to articulate a lot of physical experiences. You will often get a suggestion that will involve a scene you have never experienced in real life. But you have to make it feel real nonetheless.

It’s a cool game, and I often show my students what improv can become at a higher level, but it’s not something I actually teach. I think of it as a goal to reach. Of course, you can always get better at improv, just like everything else in life. But being able to play this game well can serve as some decent validation of your capabilities.

Improv 101 — Superheroes

Superheroes is one of those weird games that can’t be played a whole lot. For one, the only version that I’m familiar with is easy to script, and it’s a hoop game where the difficulty is set totally by the improvisers themselves. That being said, it is a fun little game that is easy to teach people with little improv experience.

The game is a low energy hoop game for about four people (but can still work with three or five). From the audience you get a suggestion of a superhero name and a problem for them to solve. The scene starts with that superhero on stage, doing some menial activity their alter ego might do as a hobby. They then get word of this problem via telephone or Batsignal, or anything else as long as it is portrayed in the scene. Instead of solving the problem, however, they think about this for a while, and says something along the lines of “I can’t handle this, this sounds like a job for ___!” introducing a new superhero, who then enters the scene. The first improviser can say any superhero name they want (meaning it can unfortunately be scripted), and the two of them discuss the problem. Even with the two of them, they still can’t solve the problem, so Superhero 2 calls in number three, giving them a completely new name. This goes on until all of your previously discussed improvisers are on stage, and the last person to come onstage does solve the problem (ex. Duct Tape Man solves the problem of the world exploding by taping everything up so it stays together).

Obviously, as each person gets called on stage they should personify their superhero. If somebody is “Talking Backwards Guy” then they should either say words in reverse order or speak gibberish as if he talks backwards. It really doesn’t matter, as long as they portray that superhero.

The grievance I have with this game is that the conflict is an artificial one. The only rule to the first three heroes is that they aren’t allowed to be able to solve the problem, so they are pretty much irrelevant to the scene and can therefore be literally anybody. You can also give the last superhero a power that is perfectly suited to solving the problem. This all leads to a very real possibility of everything happening systematically rather than organically, which is not how improv should be.

Now, I have thought of a fix to this game. I’ve never tried it, so I don’t know if it actually works, but here’s the idea. Once all four(ish) superheroes on stage, they can solve the problem, but only when all of them work together. It doesn’t quite work if you act out the fix, but rather the superheroes should come up with a plan. If Treeman, Catface, Steelletto, and Astronomurder all get together when all the world’s water somehow evaporated, how do they solve it? Easy. Instead of saying “Astronomurder can just make a bunch of water-rich asteroids collide with Earth, problem solved”, you must include all of their powers. Astronomurder calls down a bunch of meteorites, sure. But how will this not also destroy the planet? Easy. You get Treeman to turn into a giant tree, which Steelletto climbs, and once the meteorites breach the atmosphere Steelletto uses his cool sword legs to slice all the meteorites into tiny debris. Catface brings all her cats for moral support (or leaves one at the top of Treeman’s tree form to inspire Steelletto to climb at heroically fast speeds).

This way, a bunch of seemingly random superhero names can become a team to solve any problem, and only with their powers combined were they able to handle the task at hand. This makes the improv game into one where each person really has to use their head, and allows them to personify really weird characters to boot.

Also, I’m pretty sure Astronomurder is actually a super villain given his name and power. But maybe he wants to destroy the world on his own terms, or get revenge on his nemesis, Treeman, before killing everybody off. This is all stuff that can (and should) be explained in the actual context of the scene.

Improv 101 — Side Note

This game is sort of an amalgamation of other improv games, twisted into its own unique thing of my troupe’s creation. It is similar to a second version of a game called Film Noir, which I haven’t gotten to yet but the list is getting pretty short. This game is actually a lot harder than it sounds, not because it’s complex, but because the improvisers have to know each other and the craft in order to make this game a success. A fair warning, though. There is a lot to this game, and it’s a pretty hefty post for one improv game. If that doesn’t scare you, read on!

Side Note is a low energy scene game for three to four people. It plays just as any normal scene would, except at any given time, an actor can step downstage towards the audience and address them specifically, while the rest of the scene pauses behind him. Imagine the freeze frame with the main character saying “I bet you’re wondering how I got here?” The game is like that, only it can happen at any time for any character, not just the ‘protagonist’ of the scene. Once they make a short comment, they step back into the scene and it continues as if nothing happened.

Sounds simple, right?  Well, think of it this way. You can’t tell the rest of the people in that scene with you to stop moving because you want to make a ‘side note’. You just have to start walking and hope they pick up on it sooner rather than later. It means you have to constantly stay aware of the people on stage (which, of course, you should be doing anyway,) and wait for likely moments where people will want to pause the scene. This is why it gets easier when you know your cast. You’ll become quite familiar with the moments in a scene they will want to comment on and even the things they might say, depending on the character they are portraying.

But here’s why this game is actually pretty tricky: It’s actually really hard to say anything meaningful and worthwhile in one of those ‘side notes’. This game has no rules to follow and no hoops to jump over. It has to be funny because of the scenarios you make for it and the things you say because of them, rather than the improvisers making ridiculous comments based on what circumstance the game has forced them into. That’s something that only a handful of improv games force you to do, contrary to popular belief.

When you’re making these ‘side notes’, you’re often telling the audience the inner thoughts of your character. Something they wouldn’t say out loud. This means that basically anything you say is the truth. After confessing your passion for professional tricycle riding in the scene, for instance, the character can pause to tell the audience that, in fact, there is nothing on the planet that they despise more than tricycles. Making a side note to say something completely opposite to what your character said in the scene will get you quick laughs, but it’s a gimmick. You can only do it once.

There’s a number of other things you can do, of course, but as I said, it’s hard. In improv you should never try to be funny unless you know what you’re doing, which will come later than you think. That being said, this game won’t make things funny, so this is the sort of circumstance in which you would negate that rule.

So here are my two tips for making this game work. The first is that in every ‘side note’, try to tell the audience more about the character or the scene. Something they might not have known about the situation if you were performing this scene in a different game. The second is that work with the rest of your cast. Have them help you make ridiculous things happen. And by ridiculous, I don’t mean pouring a truckload of rabid weasels into the Starbucks your scene takes place in. Don’t introduce things unless it has some relevance, or unless you plan to give it relevance as time goes on.

But this game works so well when the improvisers play off of the concept of dramatic irony. The barista at this Starbucks could be going through a sudden break-up, while the customer is making their way through a “How to Socialize for Dummies” book in their spare time. How do those things connect? I don’t know, but as soon as you introduce both of those concepts to the audience independently of the scene, they’ll have some expectations for how the scene will unfold. So here’s the thing. You can allow the scene to unfold predictably, or deny the predictable ending, but either way the pieces of information you introduce in the ‘side notes’ should eventually be relevant to the context of the scene. Making them all start stringing themselves together is not easy, but if you can do it right, this game can be phenomenal.

Improv 101 — Two Line Vocabulary

Two Line Vocabulary is a little weird for a couple of reasons. It’s a fundamentally simple game, particularly because the scene is generally only about two minutes long. This is a scene game for three people, and it functions much the same way as Actor’s Worst Nightmare. This is often low energy because the humor derives from the things that are said, but sometimes the actions can be funny, too.

The way it works is that one person, the main character or “anchor” of a scene, has to justify everything that is being said by the other two people in the scene. The only caveat is that the other two people in the scene can only say two phrases each. For example, one person might only be able to say “Don’t touch that!” and “I love you.” and the other person can only say “Where are we?” and “Not again!”. Since the third person can say whatever they want, they have to make each of those expressions make sense given the context every time it is said. So, once you get a suggestion (typically of a location, but anything works) you go on your way and establish CROW just like any other time you would play a scene game.

As with every game, there are a few things actors should keep in mind as they play. The first is that for this game in particular, there are no stage entrances or exits. All three actors are on stage the entire time it is being played. This can be difficult, as it means nobody can come in to save you, but since everything should be tied around the anchor who can do whatever they want, this shouldn’t be a big problem.

The second thing is that the anchor is always the focus in this game. Since the other two improvisers are so limited in their dialogue, it’ll be impossible for there to be any meaningful interaction between the two. This means that the anchor should be talking roughly half the time, as after either of the other two says something, the anchor should be replying to it. (The anchor doesn’t have to reply to everything that is said. If the natural flow of the conversation doesn’t call for a response, it isn’t necessary.)

While it’s the primary job for the anchor to justify anything the other two say, it’s also important for them to carry the scene forward. Make sure all three people are dealing with (but not solving) the conflict as the game progresses. This can be the hardest thing for new improvisers to achieve, so when in doubt, move the scene to a new location. It’s also important for the anchor to not ask questions as, outside of silent gestures, each of the improvisers can only respond in two ways. So as long as the anchor carries the scene justifies statements without denying or asking questions, this game is a cinch.

Here’s a link to WLIIA performing this game a few years back.